mroberon1972
First Post
I was working on a d20 modern version of the sorcerer, and came up with this basic 10 level class:
1. It is a BASE class. The reason for this is that sorcerers are not trained class as much as a natural ability in in Modern Awakenings. With that in mind, there can be no requirements for the class.
2. An alteration to the 'normal' sorcerer, this one can choose its limited spells form both the druid and wizard lists (arcane & alcolyte, if you like...).
3. It pays for this with the limitation that it can never create magic items. Also, while the class can use most magic items usable by a mage, it cannot use scrolls. This is because sorcerers do not use the arcane formulas that wizards/clerics/mages/ acolytes use as much as just mimick them and use thier own will to get the effect.
Class listed below in next message from myself.
Sorcerers do not need talents, because spells take thier place.
You could easily be right about the feats though...
All right, try this:
Sorcerer
Ability: Unlike the other classes, modern sorcerers get to choose their primary ability when choosing their 1st level of the class. This means that one sorcerer's ability could be base on his physical strength, while another's could be based on wisdom. Once chosen, the ability cannot be changed.
Hit Die: 1d6
Action Points: Sorcerers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Sorcerer’s class skills (and the key ability for each skill) are:
Concentration (Con), Knowledge (arcane lore, art, current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), and Spellcraft (Int).
In addition, choose 4 additional skills from the classes primary ability (see above) as class skills.
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (4 + Int modifier)x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Starting Feats:
In addition to the two feats all characters get at 1st level, a Sorcerer begins play with the Simple Weapons Proficiency feat.
Bonus Feats:
At 3rd, 6th, and 9th level, the sorcerer gains a bonus feat. This feat must be selected from the following list, and the Sorcerer must meet any prerequisites.
Attentive, Archaic Weapons Proficiency, Combat Expertise, Confident, Frightful Presence, Low Profile, Nimble.
Spells:
A sorcerer casts arcane spells which are drawn primarily from the Sorcerer/Druid spell list. He can cast any spell he knows without preparing it ahead of time, the way a Magus or a Priest must.
To learn or cast a spell, a sorcerer must have a 'chosen ability' score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s 'chosen ability' modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high 'chosen ability' score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his 'chosen ability' score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Mr. Oberon
www.ancient-awakenings.com
1. It is a BASE class. The reason for this is that sorcerers are not trained class as much as a natural ability in in Modern Awakenings. With that in mind, there can be no requirements for the class.
2. An alteration to the 'normal' sorcerer, this one can choose its limited spells form both the druid and wizard lists (arcane & alcolyte, if you like...).
3. It pays for this with the limitation that it can never create magic items. Also, while the class can use most magic items usable by a mage, it cannot use scrolls. This is because sorcerers do not use the arcane formulas that wizards/clerics/mages/ acolytes use as much as just mimick them and use thier own will to get the effect.
Class listed below in next message from myself.
Sorcerers do not need talents, because spells take thier place.
You could easily be right about the feats though...
All right, try this:
Sorcerer
Ability: Unlike the other classes, modern sorcerers get to choose their primary ability when choosing their 1st level of the class. This means that one sorcerer's ability could be base on his physical strength, while another's could be based on wisdom. Once chosen, the ability cannot be changed.
Hit Die: 1d6
Action Points: Sorcerers gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Sorcerer’s class skills (and the key ability for each skill) are:
Concentration (Con), Knowledge (arcane lore, art, current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Speak Language (none), and Spellcraft (Int).
In addition, choose 4 additional skills from the classes primary ability (see above) as class skills.
Also, the starting occupation selected can provide additional class skills to choose from.
Skill Points at 1st Level: (4 + Int modifier)x4.
Skill Points at Each Additional Level: 4 + Int modifier.
Code:
Table: The Sorcerer
Spells per Day
Level BAB Fort Ref Will Special Def Rep 0 1st 2nd 3rd 4th 5th
1st 0 0 0 1 Sorcerer Spells 0 1 5 3 — — — —
2nd 1 0 0 2 Sorcerer Spells 1 1 6 4 — — — —
3rd 1 1 1 2 Sorcerer Spells, feat 1 1 6 5 — — — —
4th 2 1 1 2 Sorcerer Spells 1 2 6 6 3 — — —
5th 2 1 1 3 Sorcerer Spells 2 2 6 6 4 — — —
6th 3 2 2 3 Sorcerer Spells, feat 2 2 6 6 5 3 — —
7th 3 2 2 4 Sorcerer Spells 2 3 6 6 6 4 — —
8th 4 2 2 4 Sorcerer Spells 3 3 6 6 6 5 3 —
9th 4 3 3 4 Sorcerer Spells, feat 3 3 6 6 6 6 4 —
10th 5 3 3 5 Sorcerer Spells 3 4 6 6 6 6 5 3
Table: Sorcerer Spells Known
---Spells Known ---
Level 0 1st 2nd 3rd 4th 5th
1st 4 2 — — — —
2nd 5 2 — — — —
3rd 5 3 — — — —
4th 6 3 1 — — —
5th 6 4 2 — — —
6th 7 4 2 1 — —
7th 7 5 3 2 — —
8th 8 5 3 2 1 —
9th 8 5 4 3 2 —
10th 9 5 4 3 2 1
Table: Sorcerer Bonus Spells for High Chosen Attribute
--- Bonus Spells for High Chosen Attribute ---
Ability 0 1st 2nd 3rd 4th 5th
12-13 --- 1
14-15 --- 1 1
16-17 --- 1 1 1
18-19 --- 1 1 1 1
20-21 --- 2 1 1 1 1
22-23 --- 2 2 1 1 1
Starting Feats:
In addition to the two feats all characters get at 1st level, a Sorcerer begins play with the Simple Weapons Proficiency feat.
Bonus Feats:
At 3rd, 6th, and 9th level, the sorcerer gains a bonus feat. This feat must be selected from the following list, and the Sorcerer must meet any prerequisites.
Attentive, Archaic Weapons Proficiency, Combat Expertise, Confident, Frightful Presence, Low Profile, Nimble.
Spells:
A sorcerer casts arcane spells which are drawn primarily from the Sorcerer/Druid spell list. He can cast any spell he knows without preparing it ahead of time, the way a Magus or a Priest must.
To learn or cast a spell, a sorcerer must have a 'chosen ability' score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s 'chosen ability' modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high 'chosen ability' score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his 'chosen ability' score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Mr. Oberon
www.ancient-awakenings.com